godot/scene/3d/collision_object_3d.cpp

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/*************************************************************************/
/* collision_object_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "collision_object_3d.h"
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#include "core/config/engine.h"
#include "scene/scene_string_names.h"
#include "servers/physics_server_3d.h"
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void CollisionObject3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (_are_collision_shapes_visible()) {
debug_shape_old_transform = get_global_transform();
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
debug_shapes_to_update.insert(E->key());
}
_update_debug_shapes();
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (debug_shapes_count > 0) {
_clear_debug_shapes();
}
} break;
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case NOTIFICATION_ENTER_WORLD: {
if (area) {
PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform());
} else {
PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
}
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RID space = get_world_3d()->get_space();
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if (area) {
PhysicsServer3D::get_singleton()->area_set_space(rid, space);
} else {
PhysicsServer3D::get_singleton()->body_set_space(rid, space);
}
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Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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_update_pickable();
//get space
} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
if (area) {
PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform());
} else {
PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
}
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_on_transform_changed();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_pickable();
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} break;
case NOTIFICATION_EXIT_WORLD: {
if (area) {
PhysicsServer3D::get_singleton()->area_set_space(rid, RID());
} else {
PhysicsServer3D::get_singleton()->body_set_space(rid, RID());
}
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} break;
}
}
void CollisionObject3D::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
if (area) {
PhysicsServer3D::get_singleton()->area_set_collision_layer(get_rid(), p_layer);
} else {
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
}
}
uint32_t CollisionObject3D::get_collision_layer() const {
return collision_layer;
}
void CollisionObject3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
if (area) {
PhysicsServer3D::get_singleton()->area_set_collision_mask(get_rid(), p_mask);
} else {
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
}
}
uint32_t CollisionObject3D::get_collision_mask() const {
return collision_mask;
}
void CollisionObject3D::set_collision_layer_bit(int p_bit, bool p_value) {
ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision layer bit must be between 0 and 31 inclusive.");
uint32_t collision_layer = get_collision_layer();
if (p_value) {
collision_layer |= 1 << p_bit;
} else {
collision_layer &= ~(1 << p_bit);
}
set_collision_layer(collision_layer);
}
bool CollisionObject3D::get_collision_layer_bit(int p_bit) const {
ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision layer bit must be between 0 and 31 inclusive.");
return get_collision_layer() & (1 << p_bit);
}
void CollisionObject3D::set_collision_mask_bit(int p_bit, bool p_value) {
ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision mask bit must be between 0 and 31 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << p_bit;
} else {
mask &= ~(1 << p_bit);
}
set_collision_mask(mask);
}
bool CollisionObject3D::get_collision_mask_bit(int p_bit) const {
ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision mask bit must be between 0 and 31 inclusive.");
return get_collision_mask() & (1 << p_bit);
}
void CollisionObject3D::_input_event(Node *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_input_event, p_camera, p_input_event, p_pos, p_normal, p_shape);
}
emit_signal(SceneStringNames::get_singleton()->input_event, p_camera, p_input_event, p_pos, p_normal, p_shape);
}
void CollisionObject3D::_mouse_enter() {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_mouse_enter);
}
emit_signal(SceneStringNames::get_singleton()->mouse_entered);
}
void CollisionObject3D::_mouse_exit() {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_mouse_exit);
}
emit_signal(SceneStringNames::get_singleton()->mouse_exited);
}
void CollisionObject3D::_update_pickable() {
if (!is_inside_tree()) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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return;
}
bool pickable = ray_pickable && is_visible_in_tree();
if (area) {
PhysicsServer3D::get_singleton()->area_set_ray_pickable(rid, pickable);
} else {
PhysicsServer3D::get_singleton()->body_set_ray_pickable(rid, pickable);
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}
bool CollisionObject3D::_are_collision_shapes_visible() {
return is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint();
}
void CollisionObject3D::_update_shape_data(uint32_t p_owner) {
if (_are_collision_shapes_visible()) {
if (debug_shapes_to_update.is_empty()) {
callable_mp(this, &CollisionObject3D::_update_debug_shapes).call_deferred({}, 0);
}
debug_shapes_to_update.insert(p_owner);
}
}
void CollisionObject3D::_shape_changed(const Ref<Shape3D> &p_shape) {
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
ShapeData &shapedata = E->get();
ShapeData::ShapeBase *shapes = shapedata.shapes.ptrw();
for (int i = 0; i < shapedata.shapes.size(); i++) {
ShapeData::ShapeBase &s = shapes[i];
if (s.shape == p_shape && s.debug_shape.is_valid()) {
Ref<Mesh> mesh = s.shape->get_debug_mesh();
RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid());
}
}
}
}
void CollisionObject3D::_update_debug_shapes() {
if (!is_inside_tree()) {
debug_shapes_to_update.clear();
return;
}
for (Set<uint32_t>::Element *shapedata_idx = debug_shapes_to_update.front(); shapedata_idx; shapedata_idx = shapedata_idx->next()) {
if (shapes.has(shapedata_idx->get())) {
ShapeData &shapedata = shapes[shapedata_idx->get()];
ShapeData::ShapeBase *shapes = shapedata.shapes.ptrw();
for (int i = 0; i < shapedata.shapes.size(); i++) {
ShapeData::ShapeBase &s = shapes[i];
if (s.shape.is_null() || shapedata.disabled) {
if (s.debug_shape.is_valid()) {
RS::get_singleton()->free(s.debug_shape);
s.debug_shape = RID();
--debug_shapes_count;
}
continue;
}
if (s.debug_shape.is_null()) {
s.debug_shape = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_scenario(s.debug_shape, get_world_3d()->get_scenario());
if (!s.shape->is_connected("changed", callable_mp(this, &CollisionObject3D::_shape_changed))) {
s.shape->connect("changed", callable_mp(this, &CollisionObject3D::_shape_changed),
varray(s.shape), CONNECT_DEFERRED);
}
++debug_shapes_count;
}
Ref<Mesh> mesh = s.shape->get_debug_mesh();
RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid());
RS::get_singleton()->instance_set_transform(s.debug_shape, get_global_transform() * shapedata.xform);
}
}
}
debug_shapes_to_update.clear();
}
void CollisionObject3D::_clear_debug_shapes() {
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
ShapeData &shapedata = E->get();
ShapeData::ShapeBase *shapes = shapedata.shapes.ptrw();
for (int i = 0; i < shapedata.shapes.size(); i++) {
ShapeData::ShapeBase &s = shapes[i];
if (s.debug_shape.is_valid()) {
RS::get_singleton()->free(s.debug_shape);
s.debug_shape = RID();
if (s.shape.is_valid() && s.shape->is_connected("changed", callable_mp(this, &CollisionObject3D::_update_shape_data))) {
s.shape->disconnect("changed", callable_mp(this, &CollisionObject3D::_update_shape_data));
}
}
}
}
debug_shapes_count = 0;
}
void CollisionObject3D::_on_transform_changed() {
if (debug_shapes_count > 0 && !debug_shape_old_transform.is_equal_approx(get_global_transform())) {
debug_shape_old_transform = get_global_transform();
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
ShapeData &shapedata = E->get();
const ShapeData::ShapeBase *shapes = shapedata.shapes.ptr();
for (int i = 0; i < shapedata.shapes.size(); i++) {
RS::get_singleton()->instance_set_transform(shapes[i].debug_shape, debug_shape_old_transform * shapedata.xform);
}
}
}
}
void CollisionObject3D::set_ray_pickable(bool p_ray_pickable) {
ray_pickable = p_ray_pickable;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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_update_pickable();
}
bool CollisionObject3D::is_ray_pickable() const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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return ray_pickable;
}
void CollisionObject3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject3D::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject3D::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CollisionObject3D::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CollisionObject3D::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CollisionObject3D::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CollisionObject3D::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &CollisionObject3D::set_ray_pickable);
ClassDB::bind_method(D_METHOD("is_ray_pickable"), &CollisionObject3D::is_ray_pickable);
ClassDB::bind_method(D_METHOD("set_capture_input_on_drag", "enable"), &CollisionObject3D::set_capture_input_on_drag);
ClassDB::bind_method(D_METHOD("get_capture_input_on_drag"), &CollisionObject3D::get_capture_input_on_drag);
ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject3D::get_rid);
ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject3D::create_shape_owner);
ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject3D::remove_shape_owner);
ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject3D::_get_shape_owners);
ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject3D::shape_owner_set_transform);
ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject3D::shape_owner_get_transform);
ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject3D::shape_owner_get_owner);
ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject3D::shape_owner_set_disabled);
ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject3D::is_shape_owner_disabled);
ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject3D::shape_owner_add_shape);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject3D::shape_owner_get_shape_count);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape_index);
ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_remove_shape);
ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject3D::shape_owner_clear_shapes);
ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject3D::shape_find_owner);
BIND_VMETHOD(MethodInfo("_input_event", PropertyInfo(Variant::OBJECT, "camera"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::VECTOR3, "position"), PropertyInfo(Variant::VECTOR3, "normal"), PropertyInfo(Variant::INT, "shape_idx")));
ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::VECTOR3, "position"), PropertyInfo(Variant::VECTOR3, "normal"), PropertyInfo(Variant::INT, "shape_idx")));
ADD_SIGNAL(MethodInfo("mouse_entered"));
ADD_SIGNAL(MethodInfo("mouse_exited"));
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Input", "input_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_ray_pickable"), "set_ray_pickable", "is_ray_pickable");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_capture_on_drag"), "set_capture_input_on_drag", "get_capture_input_on_drag");
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}
uint32_t CollisionObject3D::create_shape_owner(Object *p_owner) {
ShapeData sd;
uint32_t id;
if (shapes.size() == 0) {
id = 0;
} else {
id = shapes.back()->key() + 1;
}
sd.owner = p_owner;
shapes[id] = sd;
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return id;
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}
void CollisionObject3D::remove_shape_owner(uint32_t owner) {
ERR_FAIL_COND(!shapes.has(owner));
shape_owner_clear_shapes(owner);
shapes.erase(owner);
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}
void CollisionObject3D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) {
ERR_FAIL_COND(!shapes.has(p_owner));
ShapeData &sd = shapes[p_owner];
if (sd.disabled == p_disabled) {
return;
}
sd.disabled = p_disabled;
for (int i = 0; i < sd.shapes.size(); i++) {
if (area) {
PhysicsServer3D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
} else {
PhysicsServer3D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
}
}
_update_shape_data(p_owner);
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}
bool CollisionObject3D::is_shape_owner_disabled(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), false);
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return shapes[p_owner].disabled;
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}
void CollisionObject3D::get_shape_owners(List<uint32_t> *r_owners) {
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
r_owners->push_back(E->key());
}
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}
Array CollisionObject3D::_get_shape_owners() {
Array ret;
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
ret.push_back(E->key());
}
return ret;
}
void CollisionObject3D::shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform) {
ERR_FAIL_COND(!shapes.has(p_owner));
ShapeData &sd = shapes[p_owner];
sd.xform = p_transform;
for (int i = 0; i < sd.shapes.size(); i++) {
if (area) {
PhysicsServer3D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, p_transform);
} else {
PhysicsServer3D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, p_transform);
}
}
_update_shape_data(p_owner);
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}
Transform3D CollisionObject3D::shape_owner_get_transform(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), Transform3D());
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return shapes[p_owner].xform;
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}
Object *CollisionObject3D::shape_owner_get_owner(uint32_t p_owner) const {
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ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr);
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return shapes[p_owner].owner;
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}
void CollisionObject3D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape) {
ERR_FAIL_COND(!shapes.has(p_owner));
ERR_FAIL_COND(p_shape.is_null());
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ShapeData &sd = shapes[p_owner];
ShapeData::ShapeBase s;
s.index = total_subshapes;
s.shape = p_shape;
if (area) {
PhysicsServer3D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
} else {
PhysicsServer3D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
}
sd.shapes.push_back(s);
total_subshapes++;
_update_shape_data(p_owner);
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}
int CollisionObject3D::shape_owner_get_shape_count(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
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return shapes[p_owner].shapes.size();
}
Ref<Shape3D> CollisionObject3D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), Ref<Shape3D>());
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref<Shape3D>());
return shapes[p_owner].shapes[p_shape].shape;
}
int CollisionObject3D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), -1);
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1);
return shapes[p_owner].shapes[p_shape].index;
}
void CollisionObject3D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) {
ERR_FAIL_COND(!shapes.has(p_owner));
ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size());
ShapeData::ShapeBase &s = shapes[p_owner].shapes.write[p_shape];
int index_to_remove = s.index;
if (area) {
PhysicsServer3D::get_singleton()->area_remove_shape(rid, index_to_remove);
} else {
PhysicsServer3D::get_singleton()->body_remove_shape(rid, index_to_remove);
}
if (s.debug_shape.is_valid()) {
RS::get_singleton()->free(s.debug_shape);
if (s.shape.is_valid() && s.shape->is_connected("changed", callable_mp(this, &CollisionObject3D::_shape_changed))) {
s.shape->disconnect("changed", callable_mp(this, &CollisionObject3D::_shape_changed));
}
--debug_shapes_count;
}
shapes[p_owner].shapes.remove(p_shape);
for (Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
if (E->get().shapes[i].index > index_to_remove) {
E->get().shapes.write[i].index -= 1;
}
}
}
total_subshapes--;
}
void CollisionObject3D::shape_owner_clear_shapes(uint32_t p_owner) {
ERR_FAIL_COND(!shapes.has(p_owner));
while (shape_owner_get_shape_count(p_owner) > 0) {
shape_owner_remove_shape(p_owner, 0);
}
}
uint32_t CollisionObject3D::shape_find_owner(int p_shape_index) const {
ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, 0);
for (const Map<uint32_t, ShapeData>::Element *E = shapes.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
if (E->get().shapes[i].index == p_shape_index) {
return E->key();
}
}
}
//in theory it should be unreachable
return 0;
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}
CollisionObject3D::CollisionObject3D(RID p_rid, bool p_area) {
rid = p_rid;
area = p_area;
set_notify_transform(true);
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if (p_area) {
PhysicsServer3D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id());
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} else {
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id());
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}
//set_transform_notify(true);
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}
void CollisionObject3D::set_capture_input_on_drag(bool p_capture) {
capture_input_on_drag = p_capture;
}
bool CollisionObject3D::get_capture_input_on_drag() const {
return capture_input_on_drag;
}
TypedArray<String> CollisionObject3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
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if (shapes.is_empty()) {
warnings.push_back(TTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape3D or CollisionPolygon3D as a child to define its shape."));
}
return warnings;
}
CollisionObject3D::CollisionObject3D() {
set_notify_transform(true);
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//owner=
//set_transform_notify(true);
}
CollisionObject3D::~CollisionObject3D() {
PhysicsServer3D::get_singleton()->free(rid);
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}